You take control as the resident toad named Smokey, engaging his flamethrower in inventive ways to successfully navigate various types of terrain and execute special moves. Harness its firepower to set enemies ablaze and take the offensive against the surprise incursion of enemy forces, making your way through 20+ levels of five distinctly themed worlds and the characters that inhabit them, with each encounter unfolding more to the mystery.
Frogs, the once-established nemesis exiled to space long ago, suddenly arrived out-of-nowhere, beaming down to the surface in waves and seizing the lands of amphibian communities and home to the eponymous toad. Fortunately, you take control moments before the chaos, arming him with a nearby flamethrower kept for seasonal work. Soon proving to be an effective weapon, Smokey takes on an objective to find and disable the teleport beacons that the frogs are using for beaming directly into the surrounding area.
Levels are filled with valuable food rations and gems to collect for purchasing power-ups. Other power-ups are scattered throughout, some in secret places, that assist you with the various encounters of enemies and hazards.
The Steam store page is now public for Toad On Fire.
People are testing it. The planned release date is for June 30th.
The game is indeed on the home stretch! It feels weird, since I've been working on it so long. There was no "bang!" of inspiration or completion of a milestone that made this come about. Rather, it's been anticlimactic, like when you go for a walk, a really long walk, and after many hours pass all you think about is getting back home. You become exhausted. You stop paying to your surroundings and just focus on moving forward, one step at a time. "You'll get there," you tell yourself, "just keep moving." After an eternity passes, the corner of your eye catches a familiar landmark, a sign that you're in your neighborhood, close to home. "Oh..." you think to yourself, apathetically by this point, "it looks like I'm almost home. ... Didn't even notice." But you're too exhausted to leap in the air, celebrate in some manner, or add a spring to your step... maybe so tired you don't care. You just want to get home and crash. Ha! But... there is some excitement brewing as this gets closer to release.
Either way, I won't believe it until I see it -- complete and released out to the world. I always wonder if that light at the end of the tunnel is just a mirage. But I think it's different this time. :)
In this video, I work on what happens when you barrel off into the waters. And I troubleshoot a bug with the heat bar.
In prep for releasing a new demo, I've been running through the game a lot, fixing what bugs that come up. There always seems to be something to fix...
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This demo covers the first two stages and only the first part of stage 3. For the final release, I hope to finish 5-7 stages.
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